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Tzalaran
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concepts and modeling basics 2006/03/01 09:38

I'm very new to UT modeling and mapping, but i've been mapping for AVP2 for over a year, and became extremely frustrated with the limits of the Lithtech engine...(i always ended up with huge poly counts and repeated compiler crashes. when things did work, they were consumed by lag. )

i have the UT2k4 ECE, and Maya PLE that comes with it. I've been working on making a bunch of what i call prefabs, complete buildings that i can add to my maps and arrange in different ways to create interesting looking human hive world architecture, all interconnected by walkways and/or jumppads.

i'm having trouble getting my ideas into the Maya application. well, i can get the base forms, and they look alright, but the way i'm building them they look really plain, the textures are very boring,(and look like dung) and all in all have made me very dissapointed in what i'm getting done.(and i don't think the way im doing it there will be much benefit from using a mesh in the first place...not many polys, very blocky and bsp looking...)

Another question i have is would it be more beneficial to me to build my prefabs totally in Maya? the only problem i see with that is how to add lifts as all my buildings are 3 floors or more, and i dislike how ladders work in UT...(ok as i think about this i can probably work around the lifts easy, but would it be better to have these large structures as complete meshes or just add meshes to bsp bases(what i've been doing)
I have a demo of one done in Ued, and i'm pleased with how it turned out for the most part. It's all bsp for the floors and walls, with meshes filing up the inside.

The VTM's on conceptual drawing got me thinking that im leaving out a complete step in the modeling process. (possible the most important step for Character modeling, but i assume it would help in other aspects as well.

I was hoping some of you more experienced mappers and modelers would be willing to give me some insight into the full range of a model's production. Right now i'm just working on Static Meshes, but i would love to learn to model characters as well eventually. (My ultimate goal is to get permission from Fox and VU to create an alien vs predator mod for UT, but if i can't build the levels and models i would like to there is no point in asking for permission... )

if there are other places you know of to look for the information i'm looking for, please direct me there.

sorry so long, but i tried to be thourough...

Thank you for your time.

If it would help for any reason, i could get a couple of screenies of the building i have done, and post them in the gallery. i don't know if it would help at all, but if so holler and i'll get them uploaded. Thanks again.

Post edited by: Tzalaran, at: 2006/03/01 09:50

SpamSaviour
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Re:concepts and modeling basics 2006/03/02 07:25

Hey Tzalaran,

Welome to the wonderful world of UT

The way you have been modelling static meshes and build levels with a mixture of BSP and SM is correct. You construct the main "building blocks" of your level using BSP and add in details with static meshes.

Walls, ceilings, floors and any other major structural items of simple construction would be best done with BSP.

So for your buildings I would create the structure from BSP and the details inside as seperate meshes. Remember to instance your meshes where you can as that will save system resources. It's easier for the hardware to render 10 copies of a 1000 triangle mesh than it is to render 10,000 distinct triangles.

Game developers say to use concept drawings for everything you model. If you have the people and the time then do that. If not then you will benefit with concepts for characters, weapons, vehicles and any complex static meshes.

Hope this helps.

Tzalaran
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Re:concepts and modeling basics 2006/03/02 08:13

SpamSaviour wrote:
Hey Tzalaran,

Welome to the wonderful world of UT

The way you have been modelling static meshes and build levels with a mixture of BSP and SM is correct. You construct the main "building blocks" of your level using BSP and add in details with static meshes.

Walls, ceilings, floors and any other major structural items of simple construction would be best done with BSP.

So for your buildings I would create the structure from BSP and the details inside as seperate meshes. Remember to instance your meshes where you can as that will save system resources. It's easier for the hardware to render 10 copies of a 1000 triangle mesh than it is to render 10,000 distinct triangles.

Game developers say to use concept drawings for everything you model. If you have the people and the time then do that. If not then you will benefit with concepts for characters, weapons, vehicles and any complex static meshes.

Hope this helps.


it helped immensely, now i know im on the right track. thanks.

ffejnosliw
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Re:concepts and modeling basics 2006/03/03 13:39

Using BSP as a base for everything alos allows you the benefit of zoning off your level so you can have more detail and not see perfermoance hits. You could even build a shell out of BSP that was never actually seen with static meshes for the visible geometry or just use the BSP as the visible geometry. Either way, you will still be able to use zones and the optimization they provide.

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